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164
scripting/rtd/fasthands.sp
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164
scripting/rtd/fasthands.sp
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/*
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This script is a part of RTD2 plugin and is not meant to work by itself.
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If you were to edit anything here, you'd have to recompile rtd2.sp instead of this one.
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*** HOW TO ADD A PERK ***
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A quick note: This tutorial may not be kept up to date; for an updated one, go to the plugin's thread.
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1. Set up:
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a) Have <perkname>.sp in scripting/rtd.
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b) Add it to the includes in scripting/rtd/#perks.sp.
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c) Add a new section with a correct ID (highest one +1) to the config/rtd2_perks.cfg and set its settings.
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2. Edit scripting/rtd/#manager.sp
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a) In a function named ManagePerk() add a new case to the switch() with your perk's ID.
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b) In the added case specify a function which is going to execute from <perkname>.sp with parameters:
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1) @client - the client the perk should be applied to/removed from
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2) @fSpecialPref - the optional "special" value in config/rtd2_perks.cfg
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2) @enable - to specify whether the perk should be applied/removed
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c) OPTIONAL: You can specify a function in your perk which should run at OnMapStart() in the Forward_OnMapStart() function.
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You will need it if you'd want to, for example, precache a sound or loop through existing clients.
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d) OPTIONAL: You can specify a function in your perk which should run at OnPlayerRunCmd() in the Forward_OnPlayerRunCmd() function.
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You can use it if you'd need something to run each frame or on a certain button press.
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NOTE: The forwarded client is guaranteed to be valid BUT NOT GUARANTEED IF THEY ARE ALIVE.
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3. Script your perk:
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a) Create a public function in <perkname>.sp with parameters @client, @iPref, @bool:apply as an example below
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- This is the only function used to transfer info between the core and the include
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- You don't need to include any includes that are in the rtd2.sp
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b) NOTE: If you need to transfer the iPref to a different function, set it globally but remember to use an unique name
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c) Name it AS SAME AS you named the function in the added case in the switch() in #manager.sp
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d) From there, script the functionality like there's no tomorrow
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e) You are free to use IsValidClient(). It returns false when:
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- An incorrect client index is specified
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- Client is not in game
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- Client is fake (bot)
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- Client is Coaching
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4. Compile rtd2.sp and you're good to go!
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*/
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#define ATTRIB_RATE 6
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#define ATTRIB_RELOAD 97
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bool g_bHasFastHands[MAXPLAYERS+1] = {false, ...};
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bool g_bHasFastHands2[MAXPLAYERS+1] = {false, ...};
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float g_fFastHandsRateMultiplier = 2.0;
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float g_fFastHandsReloadMultiplier = 2.0;
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void FastHands_Start(){
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HookEvent("post_inventory_application", FastHands_Resupply, EventHookMode_Post);
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}
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public void FastHands_OnEntityCreated(int iEnt, const char[] sClassname){
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if(StrEqual(sClassname, "tf_dropped_weapon"))
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SDKHook(iEnt, SDKHook_SpawnPost, FastHands_OnDroppedWeaponSpawn);
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}
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public void FastHands_OnDroppedWeaponSpawn(int iEnt){
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int client = AccountIDToClient(GetEntProp(iEnt, Prop_Send, "m_iAccountID"));
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if(client == -1)
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return;
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if(g_bHasFastHands2[client])
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AcceptEntityInput(iEnt, "Kill");
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}
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void FastHands_Perk(int client, const char[] sPref, bool apply){
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if(apply)
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FastHands_ApplyPerk(client, sPref);
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else
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FastHands_RemovePerk(client);
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}
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void FastHands_ApplyPerk(int client, const char[] sSettings){
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FastHands_ProcessSettings(sSettings);
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FastHands_EditClientWeapons(client, true);
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g_bHasFastHands[client] = true;
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g_bHasFastHands2[client]= true;
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}
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void FastHands_RemovePerk(int client){
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FastHands_EditClientWeapons(client, false);
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g_bHasFastHands[client] = false;
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CreateTimer(0.5, Timer_FastHands_FullUnset, GetClientSerial(client));
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}
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public Action Timer_FastHands_FullUnset(Handle hTimer, int iSerial){
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int client = GetClientFromSerial(iSerial);
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if(client < 1)
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return Plugin_Stop;
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g_bHasFastHands2[client] = false;
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return Plugin_Stop;
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}
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void FastHands_EditClientWeapons(int client, bool apply){
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int iWeapon = 0;
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for(int i = 0; i < 3; i++){
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iWeapon = GetPlayerWeaponSlot(client, i);
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if(iWeapon <= MaxClients || !IsValidEntity(iWeapon))
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continue;
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if(apply){
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if(g_fFastHandsRateMultiplier != 0.0)
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TF2Attrib_SetByDefIndex(iWeapon, ATTRIB_RATE, g_fFastHandsRateMultiplier);
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if(g_fFastHandsReloadMultiplier != 0.0)
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TF2Attrib_SetByDefIndex(iWeapon, ATTRIB_RELOAD, g_fFastHandsReloadMultiplier);
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}else{
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TF2Attrib_RemoveByDefIndex(iWeapon, ATTRIB_RATE);
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TF2Attrib_RemoveByDefIndex(iWeapon, ATTRIB_RELOAD);
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}
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}
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}
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public void FastHands_Resupply(Handle hEvent, const char[] sEventName, bool bDontBroadcast){
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int client = GetClientOfUserId(GetEventInt(hEvent, "userid"));
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if(!IsValidClient(client)) return;
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if(!g_bHasFastHands[client]) return;
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FastHands_EditClientWeapons(client, true);
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}
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void FastHands_ProcessSettings(const char[] sSettings){
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char[][] sPieces = new char[2][8];
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ExplodeString(sSettings, ",", sPieces, 2, 8);
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g_fFastHandsRateMultiplier = Pow(StringToFloat(sPieces[0]), -1.0);
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g_fFastHandsReloadMultiplier = Pow(StringToFloat(sPieces[1]), -1.0);
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}
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